|description=Round Trip with the scythe. Does not lock out any scythe moves while out. Will stay out for 50F (42F on Bride Level 1), then start heading back for Kureha, constantly speeding up. Active the whole time until it returns, disappears on taking damage. Not sure about graze or trading with other bullets. You can maneuver around so the scythe takes longer to reach you to keep it out for longer, giving you a low commitment hitbox tailing you and covering some very weird angles for you.

|description=Round Trip with the scythe. Does not lock out any scythe moves while out. Will stay out for 50F (42F on Bride Level 1), then start heading back for Kureha, constantly speeding up. Active the whole time until it returns, disappears on taking damage. Not sure about graze or trading with other bullets. You can maneuver around so the scythe takes longer to reach you to keep it out for longer, giving you a low commitment hitbox tailing you and covering some very weird angles for you.

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}}

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}}

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{{MoveData

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|image=KurehaTornado.png

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|caption=OTG and chipout tool.

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|name="Tornado" (623C)

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|data=

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{{AttackData-DB

+

|damage=x*n

+

|guard=Any

+

|startup=x

+

|active=x

+

|recovery= Total x

+

|advBlock=-x

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|brideCost=

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|description=Narrow tornado. Has a lot of hits. Is only really used for OTG and possibly chipouts if the opponent selfdrained/bursted.

}}

}}

}}

}}

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'''3A BD9AC djc9 aerial''' Big antiair damage.

'''3A BD9AC djc9 aerial''' Big antiair damage.

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'''(DB) j3B 214AB 6C''' Squeezes some extra damage out of a good counterpoke.

Introduction

HP: 21888 (Lowest, shared with Eve.)

Kureha is a decently solid all-rounder character with a mediocre to good answer to almost anything. She packs solid movement options, good delay projectiles, a humongous antiair with good reward and an excellent air to air kit.
What she gains in quantity she trades for quality. While a few of her moves are very good at what they do (j.A, 3A, Round Trip, EX Teleport), for the most part the recurring theme with her kit is "just good enough". Coupled with less than spectacular baseline damage and the lowest HP total in the game, the biggest hurdles to playing Kureha are knowing what your opponent's character does better than her, and not losing out in the damage race.

Normal Moves

Standing

5A

Twirl with a little step forward. Very big delay cancel window into whatever you want. Good.

5B

5B

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

800, 2000

Ground, any

6(?)

2, (19), 4

22

-5

-

-

-

Main BnB normal, vacuuming mid into low. Mainly combo fodder.

6B

6B

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

2800

Ground, any

22

3

8+14L

-4

-

-

-

Low crush frametrap overhead. Good reward on CH.

2A

2A

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

500

Ground, low

5

2

14

-4

-

-

-

Mashable low 2A. Not bad.

2B

2B

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

1600

Ground, low

15

4

20

-3

-

-

-

Sweep. Goes into 2C for BnB. Not very big, mostly combo fodder.

3B

3A

Frames 1-11 invulnerable to aerials.

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

1500

Ground, any

9

3

18

-5

-

-

-

Gigantic antiair swipe, frame 1 head invulnerable, excellent disjointed hitbox means actual use as a grounded poke, great reward on antiair and good on grounded hit. Really good antiair, keep it ready.

Jumping

j5A

j5A

The god.

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

800

High/Air

8

12(!!!)

12

―

-

-

-

Twelve(12) active frames. Count 'em. Amazing low commitment air to air button. Mashes into itself for a solid hitconfirm. It does everything.

j5B

j5B

Generic jumpin.

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

1800

High/Air

12

4

23

―

-

-

-

Decent jumpin. Nothing special.

Charged j5B

Instantly kills momentum. Big disjointed scythe twirl. Eats projectiles assuming they don't touch your actual hurtbox first. TK j3B is a solid callout but very vulnerable to pushblock. Counts as an air special, can be EX canceled. Cancel window only after final hit.

4C and j4C

Three fast, low density projectiles. Gives you some good reach for fullscreen disruption.

4C and j4C

j6C

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

1000/1100/1200*3

any

12

-

Total 52

-7

-

-

-

6C but aerial. No difference.

Charged 4C and j4C

2C

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

600/700/800*3(5 charged)

any

10

9

Total 50

-7(-6 charged)

-

-

-

Launcher and essential combo tool. Not sure if charged version is actually useful. Mostly combo fodder, 3A is a better antiair.

DC

DC

CHOMP

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

2200/2400/2600

Ground, any(!)

29

1

25

-

-

-

-

Air unblockable aerial(!) with a huge, disjointed hitbox. Physical hit, not a projectile. Asmodeus takes a big bite out of the opponent's lifebar. Combos from antiair 3A d9A for big damage. Slow, not great in neutral. Frames 1-7 projectile invulnerable.

Special Moves

Gekka Enbu (214A, air OK)

Frames 1-13 no hurtbox on feet.

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

1000, 2000

Any

6(8 aerial)

6, (6), 3

9+14L(21 aerial)

-5

-

-

-

Skip and a twirl. Staple combo tool. The aerial A version is mostly good because you get the corner reland combo off of it.

Will dash for up to 13 frames or upon reaching the opponent, whichever is first, then go into the move itself. Projectile invulnerable, so decent brute force tool if you see one coming. Staple combo ender. Aerial will not go into the whiffed version.

Rising big spin. Wallslams on hit. Horribly unsafe and only lower body invulnerable and not even up to active. Excellent air combo tool.

Teleport (623/421A/B, air OK)

Movement tool at most.

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

-

-

-

-

-

-

-

-

-

Input direction determines direction, button determines height. A goes directly forward, B goes up and forward.623A:Teleports on frame 25. 16-24 invulnerable. Total 43F.623B: Same but total 41F.421A: Teleports on frame 30, fully invulnerable 21-29, Total 54F.421B: Same but total 46F.

Teleport EX (623/421AB, air OK)

WHY IS THIS SO GOOD

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

-

-

-

-

Total 43, followups total 29

-

-

-

-

1-24 fully invulnerable, teleports on frame 25 (actual reversal!). Can input a direction and AB after exiting up to three times for a followup in that direction.Followups 1-17 invu, teleport on 18. Single, double or triple tap depends on matchup, some characters can't catch triple tap while in other cases (Asuma) you're dead if you try. Really, REALLY good move. Excellent choice for meter use.

"Round Trip" (236C, air OK)

Bob and weave to keep it out.

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

300*n

Any

22

-

Total 68

-

-

-

-

Round Trip with the scythe. Does not lock out any scythe moves while out. Will stay out for 50F (42F on Bride Level 1), then start heading back for Kureha, constantly speeding up. Active the whole time until it returns, disappears on taking damage. Not sure about graze or trading with other bullets. You can maneuver around so the scythe takes longer to reach you to keep it out for longer, giving you a low commitment hitbox tailing you and covering some very weird angles for you.

"Tornado" (623C)

OTG and chipout tool.

Damage

Guard

Startup

Active

Recovery

Adv Block

Bride Gain

Bride Cost

Meter Gain

x*n

Any

x

x

Total x

-x

-

-

-

Narrow tornado. Has a lot of hits. Is only really used for OTG and possibly chipouts if the opponent selfdrained/bursted.

Combos

Your usual air dial is something along the lines of:

j.AAB INTO

214A for basic meterless ender.

214AB 6C for metered ender.

6C djc9 j.AAB... Dog only combo(?)

MOM HELP I SELF DRAINED

(2A 2A) 5B(2) 214B 2C is pretty essential, this is all you get otherwise.

Midscreen

(2A 2A) 5B(1) 2B 2C jc9 aerial Basic conversion.

3A BD9AC djc9 aerial Big antiair damage.

(DB) j3B 214AB 6C Squeezes some extra damage out of a good counterpoke.